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Name says it all...in a nice way. Note that this team should be used in Hail conditions. Blizzard is your main attacking move. Hidden Power [Ground] is to hit everything Blizzard doesn't hit. Protect stalls for a turn, but Substitute lasts longer for to-be regained HP. Toxic can stall your opponents, Yawn can force a switch or put things to sleep, and Fake Tears lowers the opponent's Sp. Defense, causing harder hits.

while all eeveelutions have different strengths and weaknesses in singles, double battles open up different opportunities for jolteon and vaporeon, water absorb with a partner knowing surf or volt absorb with a discharge partner, flash fire isnt quite as useful as you need an eruption user to make good use of this and all users are fire type, whereas surf is better distributed across different types and a good discharge partner with no common weaknesses (barring roost) is zapdos

I really like Jolteon. He is incredibly fast and has good Sp Atk. Gen 5 brought it volt switch and DrizzleToad so it can Thunder a lot. Gen 5 really didn't give it much.

But as for downsides, there is a new enemy that ruins it.... FERROTHORN! Jolteon just cries and Volt Switches when he sees him. He can't do anything to it. Also Lightningrod Zapdos is pretty annoying too. The DW ability isn't so useful. It might give it a mixed posibilty by letting you invest on attack and ignore speed, but it won't have the life orb or choice boost it loves.

Another thing... Jolteon is now UU. Thing is, in UU there is no DrizzleToad, so you won't enjoy Thunder-fest. And since Celebi is UU with him, you will probably be forced to use Signal Beam. In my opinion it is still better in OU.

This set mainly is free Volt Switch damage. Since Jolteon is really fast, it will make good damage before your opponent can attack Jolteon. Then you switch to an apropiate counter. If you send Jolteon late game, then Thunderbolt your way to victory (or Thunder in rain). If you can't Volt Switch because of a pesky ground, then HP is there to save you. Choose [Ice] for Bolt-Beam coverage. This helps with Gliscor and dragons. Grass is used for Swampert and now Quagsire. If you really hate Ferrothorn you can put HP [Fire] as a surprise, and it can also catch Scizor and Forretress off guard, but in the case of Ferrothorn it's normally better to just Volt Switch. Now for the last move, Shadow Ball is useful for Golurk and stuff like that. There is also Signal Beam, but that's Gen 4 only. Signal Beam is mainly for Hydreigon and Celebi. The recommended options would be Volt Switch and Thunderbolt for Specs, Thunderbolt and Thunder for LO.
NOTE: If Dugtrio predicts your Volt Switch on Specs and switches in, say goodbye Jolteon! Be aware of Dugtrio.

Counters: Dragons, Grounds and Ferrothorn. It's that simple. If you predict the HP you are good. Special Walls (aka Blissey and Chansey) also ruin Jolteon, and can beat him up with Seismic Toss, Toxic.

Jolteon is a pokemon that if you are not prepared, he can destroy your whole team at 130 base miles per hour, so watch out. Be prepared for constant Volt Switches and Thunders this gen ;P

This set is one of the few that can outspeed Sand Rush Excadrill. Thuderbolt and Thunder are your main STAB moves, but Thunder is quite inaccurate(unless in rain). Shadow Ball is for coverage and is pretty strong I guess. Hidden Power [Ice] can make the BoltBeam combo, Hidden Power [Ground] is for other Electric types, and Hidden Power [Fire] is for Ferrothorn mostly. Wish can heal you, Detect can...wait for Flame Orb to activate, Yawn puts things to sleep or forces a switch, Volt Switch is for scouting.

Flame charge may seem like a lame stab to rely on, but it's only 10 power away from fire fang. Combined with work up, it does better. Then stored power. If all the achievable stat rises go up, the power would be 380! And with that much power, say good bye to a lot of pokes. Baton pass to pass on, last resort the filler, will o' wisp for support, substitute for set up, and yawn for switches.

Apparently, I can't claim Larvesta. But who cares?
It's still the cutest bug eva!

I am The Grovyle, that friend in a high place.

The craziest battle I ever had- Toxic spikes supported baton passing team, with a Splashing Wailord. And won. You have to try it!

similar setup up to other flareons but different at the same time, uses flame charge to boost speed and is STAB, bite catches out chandelure and jellicent who may think they can wall you, last resort is extremely powerful but requires all moves to be used so return may be better finally superpower catches out rock types who think they can wall you as well as houndoom and hydriegon

This set is basically why Espeon is a real threat. Firdstly, it has Magic Bounce, meaning anything non attack trying to target Espeon's side of the field gets bounced back and instead affects whoever was stupid enough to use the move. It's a handy tactic for stopping entry hazards and status moves.

Now, Espeon is also rather useful for Baton Passing. So why not give him Calm Mind? That way, he can pass off the boost to a Special Sweeper (I use Sheer Force Nidoking) whilst still helping himself too.

Psychic is a Powerful STAB whilst The fourth Move Slot is a choice between moves that cover one of its three weaknesses. Espeon has higher Special Defence so is less likely to get KOd by Ghost types, but you may want Shadow Ball anyway. HP Rock deals with Bug types, whilst HP Fighting, the one I use most, is useful against dark types, especially seeing they can't get affected by Psychic whilst the other types can.

Yes, I know Eevee doesn't use a Moonstone to evolve into Umbreon, I just like the name.

This set pretty much limits your teammates to slow powerhouses, but those are the kind that I like anyway. EVs and Careful nature give it maximum special bulk from the beginning, but you could go with Impish for a little more physical bulk, if you're into that. Curse gives Moonstone more physical bulk and attack power while making it easier to hit last with Payback thanks to the speed drop. Baton Pass allows Moonstone to share its boosts with other Pokemon who again don't worry about speed. (i.e. Snorlax, Scizor, Bronzong, etc.) Finally Wish provides healing for Moonstone that can be passed along to its teammates if need be; healing, say, your Bronzong that had set up Stealth Rock at the start of the match while passing Curse boosts to give its Gyro Ball insane power. Muahahahahaha!

Thunder Wave for paralysis, or you can use Baton Pass to pass Agility. Volt Switch for scouting. Next slot is for STAB, though you can run ShadowBall instead if your running Volt Switch and afraid of being walled by Celebi. Normal choice for Hidden Power is usually Ice (for Celebi and Dragons), but HP Flying gets decent coverage in both UU and OU. And being that HP Ice is expected on Jolteon, the switch in could have the opponent avoiding sending in mon’s with Ice weaknesses, allowing your Jolteon to do a little more damage. (You can use HP Fighting if you want to use Jolteon in OU, and are afraid of Ferrothorn)

Run Flame Orb for Quick feet, but its better to run Volt Absorb and Life Orb for some (unreliable) recovery, and higher damage output

With an Attack stat like that, you would think Umbreon has no business using any sort of attacking move. You would think. Curse ups Umbreon's meager Attack to sweeper levels, its decent Defense to complement its great Special Defense, and lowers its already craptastic Speed, but all of this its to its advantage. Between the going last and STAB, Payback achieves an effective base power of 150. To compare, that's the same as Giga Impact, but here, no recharge turn! Quick Attack takes advantage of the Attack boosts and ignores the Speed drops, and Moonlight is, though rather ineffective, a means of HP recovery. However, Umbreon can forgo Moonlight and Quick Attack in favor of Rest and Sleep Talk, for slightly more reliable recovery. Also allows Umbreon to shrug off any status it may have taken (and bounced back with Synchronize).

Leftovers should be obvious. Synchronize is infinitely more useful than Umbreon's Hidden Ability, Inner Focus. Seriously, what was GameFreak smoking when they did that? At least Umbreon didn't get as badly ripped off as Delibird. But that's a rant for the eventual Delibird analysis.

Admit it. Back in the day, we all ran Umbreon sets like this, am I right? The premise is straightforward. Trap a hapless foe with Mean Look, then unleash Toxic and Confuse Ray. Protect allows your opponent to accumulate extra poison damage, and you to accumulate extra Leftovers recovery.

Item is obvious. Ability actually doesn't matter here. In fact, Synchronize might not be the best option, as it could interfere with Toxic usage.

The CurseBack set, but edited slightly for Baton Passing purposes. Pass them Curses onto a teammate, and possibly leave a Wish for them as well. Payback stops you from being total Taunt bait.

Partners:
The Baton Pass set likes to be partnered with basically anything with astronomical HP and/or Special Defense, as they would most definitely enjoy Curse boosts.

Counters:
Conkeldurr's STAB moves can easily rough up any Umbreon, even with a few Curses. Not to mention, Umbreon's not doing much to Conkeldurr in return, given that it resists Umbreon's STAB. And then we figure that Conkeldurr generally run Bulk Up and already have good Defense... Yeah. Also, Taunt (and Substitute for that matter) shut down the annoyer set altogether. Whimsicott is ideal for this purpose.

Uuuuuuuuuuuuuuuuuuuuuuhhhhh.....this Heatran the second is ridiculous! Flame Charge is STAB and raises Speed. Curse drops Speed earned from Flame Charge and increases Attack and Defense. Superpower lowers Attack and Defense earned from Curse and is a strong move. Iron Tail is coverage.

Speed outruns most Milotic and Cresselia. After a Work up Superpower OHKOs all Chansey after Stealth Rocks. HP Grass OHKOs all water / grounds and 2HKOs Milotic and Slowbro (and you easily survive a Scald). Fire Blast does 98% minimum to Hitmontop and 99% to Spiritomb. Fire Blast 2HKOs Arcanine if it runs intimidate and Superpower 2HKOs if it uses Flash Fire and Stealth Rocks are down. Fire Blast easily 2HKOs Cresselia unless it's Specially Defensive. You can drop Work up for another move but this is pretty much THE entire movepool. POssibly Heal Bell if status moves are utter DICKS to you or Shadow Ball is you want a little more damage against.. Slowbro? Toxic could actually work to scout out and damage counters like Moltres / Milotic and Slowbro. I guess you could always run this in RU but no one cares about RU.

Pretty bad set. If you use this in OU where you have Blissey you're dumb. If you use it in UU where Chansey is.. well, its useful in RU right? Oh.. Clefairy.. Well its strong enough to Wish off Milotic Surfs and do nothing back besides stall for the inevitable crit. I guess you can try to pass 167 HP Wish but with Stealth Rocks and other hazards you will struggle to keep yourself alive. Well I guess it might find itself useful for taking on Moltres and... no wait Moltres PP stalls this. Eh I'm sure it has some use against.. something.

Speed outruns most Milotic and Cresselia. After a Work up Superpower OHKOs all Chansey after Stealth Rocks. HP Grass OHKOs all water / grounds and 2HKOs Milotic (and you easily survive a Scald). Fire Blast does 98% minimum to Hitmontop and 99% to Spiritomb. Fire Blast 2HKOs Arcanine if it runs intimidate and Superpower 2HKOs if it uses Flash Fire and Stealth Rocks are down. Fire Blast easily 2HKOs Cresselia unless it's Specially Defensive. I guess you could always run this in RU but no one cares about RU.

Pretty bad set. If you use this in OU where you have Blissey you're dumb. If you use it in UU where Chansey is.. well, its useful in RU right? Oh.. Clefairy.. Well its strong enough to Wish off Milotic Surfs and do nothing back besides stall for the inevitable crit. I guess you can try to pass 167 HP Wish but with Stealth Rocks and other hazards you will struggle to keep yourself alive. Well I guess it might find itself useful for taking on Moltres and... no wait Moltres PP stalls this. Eh I'm sure it has some use against.. something.

Eevee's special defence isn't that bad after the boost gained from Eviolite, so a cursing set seems somehow viable. This EV spread gives you 314 HP, 205 Def and 376 SpDef, good for Curse. Your special defence is quite nice, infact on the special side you're just around 1% less bulky than max special defence Dusknoir. Return is your best attacking move. Thanks to Adaptability, it's STAB boost becomes x2 instead of x1,5 giving it 204 BP, wich corresponds to a 136 BP move with the traditional x1,5 STAB boost. Curse boosts you attack and defence, making you sturdy and powerful. Wish is your only way to recover your HP, so is pretty much necessary. It also allows you to pass wishes to your team mates. Yes, they are not big wishes like Vaporeon's, but 157 HP recovered isn't that bad. For the last moveslot, Bite covers ghosts, as they just completely own you. You can forego Bite if you aren't afraid of ghosts (you can use a Pursuit user to kill them) and use some support moves. Heal Bell supports you team and gets rid of statuses like poison and burn that would hinder your attemp to sweep. Baton Pass on the other hand works well with both Curse and Wish. If something that counters you shows up, than you can Baton Pass your curse to an appropriate counter, or you can Wish and, assuming that you're slower than the opponent and that it won't be able to KO you, you can take a hit and Baton Pass thus bringing in a team mate for free ad get the wish.
The EV spread gives you maximum special bulk, which can be abused nicely with only one weakness to a usual phisical type. Max HP is necessary due to general bulk and better wishes to pass, but you can split the remainig EVs between Attack and Special Defence make Eevee more powerful so that you don't need to reach +3 Attack to start doing some damage. Remember to use a Careful nature instead of Adamant unless you're going to invest almost completely in the Attack, as your base SpDef is higher than your Atk, so you will get a more efficient spread with a Careful nature.Other options
Double Edge and Last Resort are alternative STAB moves in the place of Return. Double Edge is powerful, but the recoil is very bad considering your low HP, no leftovers and Wish that isn't as reliable as Recover, so it's not advisable to use it. Last Resort is crazy powerful, but you can use it only on the forth turn. You could use Protect in the last moveslot to fix it a bit and to make Wish more reliable, but it only has 8 PP, so is generally worse. As just said, protect renders wish more reliable, but makes you less useful to your team.Team mates
As your main attack is normal type, you need to take care of ghosts, rocks and steels. Ghosts can be killed by a Pursuit user. Spiritomb is very advisable, since it easily takes on both ghosts and the fighting types that threaten you with their powerful phisical super effective moves. It also benefits Eevee's Wish support. Magnezone/Magneton are good partners too as they trap and kill steel types thanks to Magnet Pull.Counters
Ghosts, rocks and steels easily stop your... uh... rampage? Well, Eevee is easily conterable unless it gets at +6 attack and defence. Fighting types will destroy you with their STAB attack, hazers/p-hazers will render you almost useless, phisical walls should do a fine job too. Eevee doesn't pack leftovers and has wish as a recovery move, so it's very weak to passive damage. Sandstorm, Hail, burn, poison, Leech Seed will all hider Eevee a lot expecially burn which will cripple it completely.

Speed outruns most Milotic and Cresselia. After a Work up Superpower OHKOs all Chansey after Stealth Rocks. HP Grass OHKOs all water / grounds and 2HKOs Milotic and Slowbro (and you easily survive a Scald). Fire Blast does 98% minimum to Hitmontop and 99% to Spiritomb. Fire Blast 2HKOs Arcanine if it runs intimidate and Superpower 2HKOs if it uses Flash Fire and Stealth Rocks are down. Fire Blast easily 2HKOs Cresselia unless it's Specially Defensive. You can drop Work up for another move but this is pretty much THE entire movepool. POssibly Heal Bell if status moves are utter DICKS to you or Shadow Ball is you want a little more damage against.. Slowbro? Toxic could actually work to scout out and damage counters like Moltres / Milotic and Slowbro. I guess you could always run this in RU but no one cares about RU.

Have fun.

This set is very cool but the EV spread isn't the most efficient one. When you're pumping up with the EVs two stats (unless you need to completely max out one of them) always use the nature that boosts the higher base stat of the two. You used a mild nature while you should opt for lonely. You said HP [grass] so i guess the IV's should be 30 SpAtk and Def and 31 in everything else. With this IVs, your EV spread 144 Attack / 92 Special Attack / 164 Speed with mild nature gives you this stats:
HP: 271
Atk: 332
Def: 139
SpAtk: 272
SpDef: 256
Spe: 207
An EV spread of 94 Attack / 252 Special Attack / 164 Speed with same IVs and lonely nature gives you this stats:
HP: 271
Atk: 351
Def: 139
SpAtk: 288
SpDef: 256
Spe: 207
As you can see, my spread is more efficient and gives you 19 more Attack and 16 more Special Attack, it's like having invested 140 more EVs (136 counting a jump stat in the special attack). I think that you should modify a bit your EV spread. Maybe just taking this one, or maybe investing more in Speed as you already achieve a lot of good KOs. Anyway, good job. This is a very cool set for a very good pokemon :-)

Really, the only viable Leafeon set. Between Swords Dance and Chlorophyll, Leafeon is capable of outspeeding and killing so friggin' much. Leaf Blade is the ideal STAB move here, but this is where the fantasticness ends. The rest of Leafeon's at least semi-viable physical movepool consists of X-Scissor, Aerial Ace, and Bite. Ugh. X-Scissor you'll want at least. The last slot, you can either use one of Leafeon's less than ideal moves for a bit of extra coverage, or slap Baton Pass in there to pass on them Swords Dance boosts.

Item is up to you. If you want Leafeon to pack more of a punch, go with Life Orb. If you prefer allowing it to recover HP it loses on the setup turn, then Leftovers are for you. And nobody in their right mind runs Leaf Guard on Leafeon. Maybe if it worked like Hydration it would be better, but...

Partners:
Ninetales, for a start. With Chlorophyll, Leafeon's gonna want constant sun going. It's also best to partner it with a Magneton or Magnezone, as they can handle those pesky Steel-types that otherwise wall Leafeon to hell and back.

Counters:
Victreebel is 4x resistant to Leafeon's Leaf Blade and at worst takes neutral damage from an X-Scissor, and in the sun, that Weather Ball is gonna KO. Steel-types in general resist everything Leafeon can throw at them, with the possible exception of *snort* Rock Smash. Also, as Leafeon is tailor-made for sun teams, Fire-types are obviously a major problem, as their already super-effective moves are even more powerful against Leafeon. Darmanitan in particular comes to mind. Nothing a Leafeon is gonna do will take down a friggin' Darmanitan, and Leafeon's likely to be on the recieving end of a STAB'd, Sheer Force boosted, sun-boosted, super-effective Flare Blitz off of one of the highest Attack stats in the game, which may or may not have a Life Orb boost thrown in there! Ouch to the extreme. Weezing resists Leafeon's best moves, can cripple it with Will-O-Wisp, and KO it with either a sun-boosted Flamethrower or a STAB boosted Sludge Bomb, both being super-effective.

Flareon has sucked since Gen 1. Don't use it.
Leafeon is basically just a worse Venusaur/DeerlingEvo
Glaceon is a worse Kyurem/Jynx/Walrein
Umbreon sucks and has literally no niche now that Mean Look isn't Baton Passed
Jolteon is ok but it can't hurt a lot of common stuff, which kind of sucks
Vaporeon is still good. Offensive sets on rain 2hko almost everything and defensive sets still wishpass
Espeon is probably the best, since Magic Mirror is awesome.

Even with a Choice Scarf, Glaceon is far from the fastest Pokémon out there. What it really needs is a Hail equivalent of Swift Swim... But anyway, in Hail, Glaceon's Blizzard is 100% accurate, and with base 130 Special Attack, that's no joke. No, the joke is the rest of its movepool. Have you seen it? Water Pulse is practically mandatory. Water Pulse! Shadow Ball and HP Fighting DO provide unresisted coverage, though...

Item is oh, so obvious. Ability is the only one legal with Water Pulse, and is preferred for this set anyway, giving Glaceon a chance at survival should one of its attacks fail to KO.

Good Special Defense, not terrible HP, access to Curse... You see where I'm going with this. Ice Shard provides STAB, and ignores Curse's Speed drops. Wish is for recovery. Protect helps facilitate Leftovers, Ice Body, and Wish recovery. Facade is also an option, as Glaceon has no way of healing off status, with the exception of Rest. Rest IS an option, but it makes Glaceon a sitting Psyduck for two turns. And Ice is NOT the best defensive type.

Partners:
Say it with me: A-bom-a-snow. There's no warning like Snow Warning. No matter what you're doing with Glaceon, if you're doing it without Hail support, you're doing it wrong.

Counters:
Conkeldurr won't enjoy taking a STAB Blizzard, but if it can come in, get Glaceon out of there because Mach Punch will put it out of its misery. High powered super-effective moves in general prove effective as well.

This set is very cool but the EV spread isn't the most efficient one. When you're pumping up with the EVs two stats (unless you need to completely max out one of them) always use the nature that boosts the higher base stat of the two. You used a mild nature while you should opt for lonely. You said HP [grass] so i guess the IV's should be 30 SpAtk and Def and 31 in everything else. With this IVs, your EV spread 144 Attack / 92 Special Attack / 164 Speed with mild nature gives you this stats:
HP: 271
Atk: 332
Def: 139
SpAtk: 272
SpDef: 256
Spe: 207
An EV spread of 94 Attack / 252 Special Attack / 164 Speed with same IVs and lonely nature gives you this stats:
HP: 271
Atk: 351
Def: 139
SpAtk: 288
SpDef: 256
Spe: 207
As you can see, my spread is more efficient and gives you 19 more Attack and 16 more Special Attack, it's like having invested 140 more EVs (136 counting a jump stat in the special attack). I think that you should modify a bit your EV spread. Maybe just taking this one, or maybe investing more in Speed as you already achieve a lot of good KOs. Anyway, good job. This is a very cool set for a very good pokemon :-)

Yeah, that's fine. I didn't really spend much time on the EV spread lol. It only needs 332 Attack to OHKO Chansey after a Work Up. Its stilla bad set and I can't think of why you wouldn't run Emboar or Arcanine, but I guess its the best Flareon can do.

With Eviolite and full investment in HP and Special Defense, Eevee can actually potentially wall stuff. Curse buffs its Defense and Attack, which goes nicely with an Adaptability boosted Quick Attack. Wish is for recovery, and Protect helps with that, though Bite is an option for those Ghost-types.

Item is obvious. Ability buffs Quick Attack and is the only viable one (Run Away is useless, and Anticipation won't be much help when even non-super-effective moves pose a threat).

Partners:
Smeargle, Huntail, or Gorebyss. Take your pick of Smashpassers. Better yet, Moody Smeargle. Pass them boosts onto Eevee. You'll also want to be able to deal with Steel-types, because Eevee sure as hell ain't doing much to them. If you intend to use Eevee in any sort of serious battle, it better be on the receiving end of one hell of a Baton Pass chain.

Counters:
Steel-types, and pretty much everything that's UU and higher.